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Varcroft

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A member registered Dec 13, 2023 · View creator page →

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Thanks for the reply!

I updated to the newest version, still getting the color issue, I’ll attack a photo of what I mean. It may be some code I have elsewhere that's changing the color or filter somehow? Because weirdly on screen recordings it shows the correct colors! while in game it shows up more blue/washed out. (left is the native cursor using the extension, right is drawn using a game object that tracks the mouse)

As you can see I am using a pixel filter to give my game a lo-fi feel, similar to animal well. That is mainly why I want to snap the cursor to in game pixels, so that it adheres to and also if possible sits behind the pixel filter. Nitpicky I know, but I'm really going for that pixel perfect feel within the game.

Would having the cursor drawn at a lower depth than the pixel filter be possible? (pixel filter is drawn on draw gui end step)

If these are solvable issues within the plugin without me having to learn the ins and outs of the WINapi language let me know! I would definitely pay more / donate to your project if theses issues could be solved.

thanks again and sorry for the litany of questions

Dope extension definitely eliminates the mouse lag!

I was wondering if there's a way to have the cursor be draw in-scale and snap to pixels in my 360p game. currently with window_set_cursor_sprite it draws my cursor at 1:1 with my monitor pixels (a lot smaller than I need it and out of scale with my game).  I tried to use window_set_cursor_sprite_ext and set the x and y scale dynamically based on the display resolution... but 1. the image_blend set to -1 is incorrently drawing the sprite colors, and the cursor doesn't snap to the in game pixels as i want it to. 

TLDR: is there a way to draw the cursor pixel perfect snapped to in-game pixels?

Thanks!